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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Components/OctreeDynamicMeshComponent.h"
#include "RenderingThread.h"
#include "RenderResource.h"
#include "PrimitiveViewRelevance.h"
#include "PrimitiveSceneProxy.h"
#include "VertexFactory.h"
#include "MaterialShared.h"
#include "Engine/CollisionProfile.h"
#include "Materials/Material.h"
#include "LocalVertexFactory.h"
#include "SceneManagement.h"
#include "DynamicMeshBuilder.h"
#include "EngineGlobals.h"
#include "Engine/Engine.h"
#include "StaticMeshResources.h"
#include "StaticMeshAttributes.h"
#include "DynamicMesh/DynamicMeshAttributeSet.h"
#include "DynamicMesh/MeshNormals.h"
#include "DynamicMesh/MeshTransforms.h"
#include "MeshDescriptionToDynamicMesh.h"
#include "Changes/MeshVertexChange.h"
#include "Changes/MeshChange.h"
#include "DynamicMesh/DynamicMeshChangeTracker.h"
// default proxy for this component
#include "OctreeDynamicMeshSceneProxy.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(OctreeDynamicMeshComponent)
using namespace UE::Geometry;
UOctreeDynamicMeshComponent::UOctreeDynamicMeshComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
PrimaryComponentTick.bCanEverTick = false;
SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
MeshObject = CreateDefaultSubobject<UDynamicMesh>(TEXT("DynamicMesh"));
MeshObjectChangedHandle = MeshObject->OnMeshChanged().AddUObject(this, &UOctreeDynamicMeshComponent::OnMeshObjectChanged);
PreMeshChangeHandle = MeshObject->OnPreMeshChanged().AddUObject(this, &UOctreeDynamicMeshComponent::OnPreMeshObjectChanged);
Octree = MakeUnique<FDynamicMeshOctree3>();
Octree->Initialize(GetMesh());
OctreeCut = MakeUnique<FDynamicMeshOctree3::FTreeCutSet>();
}
ModelingComponents: Clean up DynamicMeshComponent API. Update Component and Proxy handling of Tangents to use Attribute Overlay if available. Update affected Tools and also convert most of the affected Tools to use UE::ToolTarget helper functions. - Add UE::ToolTarget::CommitMaterialSetUpdate() and ::CommitDynamicMeshUpdate(). ::GetDynamicMeshCopy() can now return tangents if requested. - Add IMeshDescriptionProvider::CalculateAutoGeneratedAttributes(). Default implementation does nothing, UStaticMeshComponentToolTarget implementation initializes auto-generated MeshDescription attributes. Used in ::GetDynamicMeshCopy() to get tangents (but requires a MeshDescription copy). - Clean up handling of Tangents in Simple/OctreeDynamicMeshComponent. Add local MakeTangentsFunc() to generate the Tangents lambda, handle different cases and no-tangents fallbacks consistently. - UDynamicMesh: add optional info arguments to EditMesh() and ChangeInfo struct. Add support for deferring change events from Edit funcs. - Remove UBaseDynamicMeshComponent::InitializeMesh(), ::Bake() APIs, and add ::SetMesh(). Implement in Simple/Octree implementations, update all Tools that used those APIs. - Add USimpleDynamicMeshComponent::ProcessMesh(), EditMesh(). These are now the preferred ways to read/write mesh. - Update USimpleDynamicMeshComponent tangents handling. Externally-computed tangents are now taken directly from the FDynamicMesh3 attribute set. Autogenerated tangents are still computed and stored in an internal FMeshTangentsf, but this is no longer exposed for external updates. - Remove UPreviewMesh pass-through functions for Tangents access, InitializeMesh() and Bake(). Add ProcessMesh() - Update all affected Tools. In most cases these Tools have also been converted to use ModelingToolTargetUtil functions, instead of direct ToolTarget interface casting. #rb none #rnx #jira none #preflight 60c3e71d3e1b3c00015668af #ROBOMERGE-SOURCE: CL 16650666 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396) [CL 16650707 by ryan schmidt in ue5-release-engine-test branch]
2021-06-11 22:42:32 -04:00
void UOctreeDynamicMeshComponent::SetMesh(UE::Geometry::FDynamicMesh3&& MoveMesh)
{
ModelingComponents: Clean up DynamicMeshComponent API. Update Component and Proxy handling of Tangents to use Attribute Overlay if available. Update affected Tools and also convert most of the affected Tools to use UE::ToolTarget helper functions. - Add UE::ToolTarget::CommitMaterialSetUpdate() and ::CommitDynamicMeshUpdate(). ::GetDynamicMeshCopy() can now return tangents if requested. - Add IMeshDescriptionProvider::CalculateAutoGeneratedAttributes(). Default implementation does nothing, UStaticMeshComponentToolTarget implementation initializes auto-generated MeshDescription attributes. Used in ::GetDynamicMeshCopy() to get tangents (but requires a MeshDescription copy). - Clean up handling of Tangents in Simple/OctreeDynamicMeshComponent. Add local MakeTangentsFunc() to generate the Tangents lambda, handle different cases and no-tangents fallbacks consistently. - UDynamicMesh: add optional info arguments to EditMesh() and ChangeInfo struct. Add support for deferring change events from Edit funcs. - Remove UBaseDynamicMeshComponent::InitializeMesh(), ::Bake() APIs, and add ::SetMesh(). Implement in Simple/Octree implementations, update all Tools that used those APIs. - Add USimpleDynamicMeshComponent::ProcessMesh(), EditMesh(). These are now the preferred ways to read/write mesh. - Update USimpleDynamicMeshComponent tangents handling. Externally-computed tangents are now taken directly from the FDynamicMesh3 attribute set. Autogenerated tangents are still computed and stored in an internal FMeshTangentsf, but this is no longer exposed for external updates. - Remove UPreviewMesh pass-through functions for Tangents access, InitializeMesh() and Bake(). Add ProcessMesh() - Update all affected Tools. In most cases these Tools have also been converted to use ModelingToolTargetUtil functions, instead of direct ToolTarget interface casting. #rb none #rnx #jira none #preflight 60c3e71d3e1b3c00015668af #ROBOMERGE-SOURCE: CL 16650666 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396) [CL 16650707 by ryan schmidt in ue5-release-engine-test branch]
2021-06-11 22:42:32 -04:00
MeshObject->SetMesh(MoveTemp(MoveMesh));
FAxisAlignedBox3d MeshBounds = GetMesh()->GetBounds(true);
Octree = MakeUnique<FDynamicMeshOctree3>();
Octree->RootDimension = MeshBounds.MaxDim() * 0.25;
Octree->Initialize(GetMesh());
ModelingComponents: Clean up DynamicMeshComponent API. Update Component and Proxy handling of Tangents to use Attribute Overlay if available. Update affected Tools and also convert most of the affected Tools to use UE::ToolTarget helper functions. - Add UE::ToolTarget::CommitMaterialSetUpdate() and ::CommitDynamicMeshUpdate(). ::GetDynamicMeshCopy() can now return tangents if requested. - Add IMeshDescriptionProvider::CalculateAutoGeneratedAttributes(). Default implementation does nothing, UStaticMeshComponentToolTarget implementation initializes auto-generated MeshDescription attributes. Used in ::GetDynamicMeshCopy() to get tangents (but requires a MeshDescription copy). - Clean up handling of Tangents in Simple/OctreeDynamicMeshComponent. Add local MakeTangentsFunc() to generate the Tangents lambda, handle different cases and no-tangents fallbacks consistently. - UDynamicMesh: add optional info arguments to EditMesh() and ChangeInfo struct. Add support for deferring change events from Edit funcs. - Remove UBaseDynamicMeshComponent::InitializeMesh(), ::Bake() APIs, and add ::SetMesh(). Implement in Simple/Octree implementations, update all Tools that used those APIs. - Add USimpleDynamicMeshComponent::ProcessMesh(), EditMesh(). These are now the preferred ways to read/write mesh. - Update USimpleDynamicMeshComponent tangents handling. Externally-computed tangents are now taken directly from the FDynamicMesh3 attribute set. Autogenerated tangents are still computed and stored in an internal FMeshTangentsf, but this is no longer exposed for external updates. - Remove UPreviewMesh pass-through functions for Tangents access, InitializeMesh() and Bake(). Add ProcessMesh() - Update all affected Tools. In most cases these Tools have also been converted to use ModelingToolTargetUtil functions, instead of direct ToolTarget interface casting. #rb none #rnx #jira none #preflight 60c3e71d3e1b3c00015668af #ROBOMERGE-SOURCE: CL 16650666 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396) [CL 16650707 by ryan schmidt in ue5-release-engine-test branch]
2021-06-11 22:42:32 -04:00
FDynamicMeshOctree3::FStatistics Stats;
Octree->ComputeStatistics(Stats);
//UE_LOG(LogTemp, Warning, TEXT("OctreeStats %s"), *Stats.ToString());
OctreeCut = MakeUnique<FDynamicMeshOctree3::FTreeCutSet>();
CutCellSetMap.Reset();
NotifyMeshUpdated();
}
void UOctreeDynamicMeshComponent::ApplyTransform(const FTransform3d& Transform, bool bInvert)
{
if (bInvert)
{
MeshTransforms::ApplyTransformInverse(*GetMesh(), Transform, true);
}
else
{
MeshTransforms::ApplyTransform(*GetMesh(), Transform, true);
}
if (GetCurrentSceneProxy() != nullptr)
{
Octree->ModifiedBounds = FAxisAlignedBox3d(
ModelingComponents: Clean up DynamicMeshComponent API. Update Component and Proxy handling of Tangents to use Attribute Overlay if available. Update affected Tools and also convert most of the affected Tools to use UE::ToolTarget helper functions. - Add UE::ToolTarget::CommitMaterialSetUpdate() and ::CommitDynamicMeshUpdate(). ::GetDynamicMeshCopy() can now return tangents if requested. - Add IMeshDescriptionProvider::CalculateAutoGeneratedAttributes(). Default implementation does nothing, UStaticMeshComponentToolTarget implementation initializes auto-generated MeshDescription attributes. Used in ::GetDynamicMeshCopy() to get tangents (but requires a MeshDescription copy). - Clean up handling of Tangents in Simple/OctreeDynamicMeshComponent. Add local MakeTangentsFunc() to generate the Tangents lambda, handle different cases and no-tangents fallbacks consistently. - UDynamicMesh: add optional info arguments to EditMesh() and ChangeInfo struct. Add support for deferring change events from Edit funcs. - Remove UBaseDynamicMeshComponent::InitializeMesh(), ::Bake() APIs, and add ::SetMesh(). Implement in Simple/Octree implementations, update all Tools that used those APIs. - Add USimpleDynamicMeshComponent::ProcessMesh(), EditMesh(). These are now the preferred ways to read/write mesh. - Update USimpleDynamicMeshComponent tangents handling. Externally-computed tangents are now taken directly from the FDynamicMesh3 attribute set. Autogenerated tangents are still computed and stored in an internal FMeshTangentsf, but this is no longer exposed for external updates. - Remove UPreviewMesh pass-through functions for Tangents access, InitializeMesh() and Bake(). Add ProcessMesh() - Update all affected Tools. In most cases these Tools have also been converted to use ModelingToolTargetUtil functions, instead of direct ToolTarget interface casting. #rb none #rnx #jira none #preflight 60c3e71d3e1b3c00015668af #ROBOMERGE-SOURCE: CL 16650666 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396) [CL 16650707 by ryan schmidt in ue5-release-engine-test branch]
2021-06-11 22:42:32 -04:00
-TNumericLimits<float>::Max() * FVector3d::One(),
TNumericLimits<float>::Max() * FVector3d::One());
NotifyMeshUpdated();
}
else
{
FAxisAlignedBox3d MeshBounds = GetMesh()->GetBounds(true);
Octree = MakeUnique<FDynamicMeshOctree3>();
Octree->RootDimension = MeshBounds.MaxDim() * 0.25;
Octree->Initialize(GetMesh());
OctreeCut = MakeUnique<FDynamicMeshOctree3::FTreeCutSet>();
CutCellSetMap.Reset();
}
}
void UOctreeDynamicMeshComponent::NotifyMeshUpdated()
{
if (GetCurrentSceneProxy() != nullptr)
{
FAxisAlignedBox3d DirtyBox = Octree->ModifiedBounds;
Octree->ResetModifiedBounds();
// update existing cells
int TotalTriangleCount = 0;
int SpillTriangleCount = 0;
TArray<int32> SetsToUpdate;
{
SCOPE_CYCLE_COUNTER(STAT_SculptToolOctree_UpdateExisting);
FCriticalSection SetsLock;
int NumCutCells = CutCellSetMap.Num();
ParallelFor(NumCutCells, [&](int i)
{
const FCutCellIndexSet& CutCellSet = CutCellSetMap[i];
if (Octree->TestCellIntersection(CutCellSet.CellRef, DirtyBox) == false)
{
return;
}
TArray<int32>& TriangleSet = TriangleDecomposition.GetIndexSetArray(CutCellSet.DecompSetID);
TriangleSet.Reset();
Octree->CollectTriangles(CutCellSet.CellRef, [&TriangleSet](int TriangleID) {
TriangleSet.Add(TriangleID);
});
SetsLock.Lock();
TotalTriangleCount += TriangleSet.Num();
SetsToUpdate.Add(CutCellSet.DecompSetID);
SetsLock.Unlock();
}, false);
}
// update cut set to find new cells
TArray<FDynamicMeshOctree3::FCellReference> NewCutCells;
{
SCOPE_CYCLE_COUNTER(STAT_SculptToolOctree_UpdateCutSet);
Octree->UpdateLevelCutSet(*OctreeCut, NewCutCells);
}
// add new ones
{
SCOPE_CYCLE_COUNTER(STAT_SculptToolOctree_CreateNew);
for (const FDynamicMeshOctree3::FCellReference& CellRef : NewCutCells)
{
int32 IndexSetID = TriangleDecomposition.CreateNewIndexSet();
TArray<int32>& TriangleSet = TriangleDecomposition.GetIndexSetArray(IndexSetID);
Octree->CollectTriangles(CellRef, [&TriangleSet](int TriangleID) {
TriangleSet.Add(TriangleID);
});
TotalTriangleCount += TriangleSet.Num();
FCutCellIndexSet SetMapEntry = { CellRef, IndexSetID };
CutCellSetMap.Add(SetMapEntry);
SetsToUpdate.Add(IndexSetID);
}
}
// rebuild spill set (always for now...should track bounds? and do separately for each root cell?)
{
SCOPE_CYCLE_COUNTER(STAT_SculptToolOctree_UpdateSpill);
TArray<int32>& SpillTriangleSet = TriangleDecomposition.GetIndexSetArray(SpillDecompSetID);
SpillTriangleSet.Reset();
Octree->CollectRootTriangles(*OctreeCut,
[&SpillTriangleSet](int TriangleID) {
SpillTriangleSet.Add(TriangleID);
});
Octree->CollectSpillTriangles(
[&SpillTriangleSet](int TriangleID) {
SpillTriangleSet.Add(TriangleID);
});
TotalTriangleCount += SpillTriangleSet.Num();
SpillTriangleCount += SpillTriangleSet.Num();
SetsToUpdate.Add(SpillDecompSetID);
}
//UE_LOG(LogTemp, Warning, TEXT("Updating %d of %d decomposition sets, %d tris total, spillcount %d"), SetsToUpdate.Num(), CutCellSetMap.Num(), TotalTriangleCount, SpillTriangleCount);
{
SCOPE_CYCLE_COUNTER(STAT_SculptToolOctree_UpdateFromDecomp);
GetCurrentSceneProxy()->UpdateFromDecomposition(TriangleDecomposition, SetsToUpdate);
}
}
}
static void InitializeOctreeCutSet(const FDynamicMesh3& Mesh, const FDynamicMeshOctree3& Octree, TUniquePtr<FDynamicMeshOctree3::FTreeCutSet>& CutSet)
{
int TriangleCount = Mesh.TriangleCount();
if (TriangleCount < 50000)
{
*CutSet = Octree.BuildLevelCutSet(1);
return;
}
FDynamicMeshOctree3::FStatistics Stats;
Octree.ComputeStatistics(Stats);
int MaxLevel = Stats.Levels;
int CutLevel = 0;
while ( CutLevel < MaxLevel-1 && Stats.LevelBoxCounts[CutLevel] < 200 && Stats.LevelBoxCounts[CutLevel+1] < 300)
{
CutLevel++;
}
*CutSet = Octree.BuildLevelCutSet(CutLevel);
//UE_LOG(LogTemp, Warning, TEXT("InitializeOctreeCutSet - level %d cells %d"), CutLevel, CutSet->CutCells.Num());
}
FPrimitiveSceneProxy* UOctreeDynamicMeshComponent::CreateSceneProxy()
{
check(GetCurrentSceneProxy() == nullptr);
FOctreeDynamicMeshSceneProxy* NewProxy = nullptr;
if (GetMesh()->TriangleCount() > 0)
{
NewProxy = new FOctreeDynamicMeshSceneProxy(this);
if (TriangleColorFunc != nullptr)
{
NewProxy->bUsePerTriangleColor = true;
NewProxy->PerTriangleColorFunc = [this](const FDynamicMesh3* MeshIn, int TriangleID) { return GetTriangleColor(TriangleID); };
}
OctreeCut = MakeUnique<FDynamicMeshOctree3::FTreeCutSet>();
CutCellSetMap.Reset();
InitializeOctreeCutSet(*GetMesh(), *Octree, OctreeCut);
TriangleDecomposition = FArrayIndexSetsDecomposition();
SpillDecompSetID = TriangleDecomposition.CreateNewIndexSet();
for (auto CellRef : OctreeCut->CutCells)
{
int32 IndexSetID = TriangleDecomposition.CreateNewIndexSet();
TArray<int32>& TriangleSet = TriangleDecomposition.GetIndexSetArray(IndexSetID);
Octree->CollectTriangles(CellRef, [&TriangleSet](int TriangleID) {
TriangleSet.Add(TriangleID);
});
FCutCellIndexSet SetMapEntry = { CellRef, IndexSetID };
CutCellSetMap.Add(SetMapEntry);
}
// collect spill triangles
{
TArray<int32>& SpillTriangleSet = TriangleDecomposition.GetIndexSetArray(SpillDecompSetID);
Octree->CollectRootTriangles(*OctreeCut,
[&SpillTriangleSet](int TriangleID) {
SpillTriangleSet.Add(TriangleID);
});
Octree->CollectSpillTriangles(
[&SpillTriangleSet](int TriangleID) {
SpillTriangleSet.Add(TriangleID);
});
}
NewProxy->InitializeFromDecomposition(TriangleDecomposition);
}
return NewProxy;
}
void UOctreeDynamicMeshComponent::NotifyMaterialSetUpdated()
{
if (GetCurrentSceneProxy() != nullptr)
{
GetCurrentSceneProxy()->UpdatedReferencedMaterials();
}
}
FColor UOctreeDynamicMeshComponent::GetTriangleColor(int TriangleID)
{
if (TriangleColorFunc != nullptr)
{
return TriangleColorFunc(GetMesh(), TriangleID);
}
return (TriangleID % 2 == 0) ? FColor::Red : FColor::White;
}
FBoxSphereBounds UOctreeDynamicMeshComponent::CalcBounds(const FTransform& LocalToWorld) const
{
// Bounds are tighter if the box is generated from transformed vertices.
FBox BoundingBox(ForceInit);
for ( FVector3d Vertex : GetMesh()->VerticesItr() )
{
BoundingBox += LocalToWorld.TransformPosition((FVector)Vertex);
}
return FBoxSphereBounds(BoundingBox);
}
void UOctreeDynamicMeshComponent::ApplyChange(const FMeshVertexChange* Change, bool bRevert)
{
// This function is not currently used in the codebase, and needs to be restructured
// to work properly with passing the change down to the UDynamicMesh
check(false);
/*
Octree->ResetModifiedBounds();
const FDynamicMesh3* Mesh = GetMesh();
TSet<int> TrianglesToUpdate;
auto NotifyTriVerticesAffected = [&](int32 vid)
{
for (int tid : Mesh->VtxTrianglesItr(vid))
{
if (TrianglesToUpdate.Contains(tid) == false)
{
Octree->NotifyPendingModification(tid);
TrianglesToUpdate.Add(tid);
}
}
};
int NV = Change->Vertices.Num();
const TArray<FVector3d>& Positions = (bRevert) ? Change->OldPositions : Change->NewPositions;
for (int k = 0; k < NV; ++k)
{
int vid = Change->Vertices[k];
NotifyTriVerticesAffected(vid);
Mesh->SetVertex(vid, Positions[k]);
}
if (Change->bHaveOverlayNormals && Mesh->HasAttributes() && Mesh->Attributes()->PrimaryNormals())
{
FDynamicMeshNormalOverlay* Overlay = Mesh->Attributes()->PrimaryNormals();
int32 NumNormals = Change->Normals.Num();
const TArray<FVector3f>& UseNormals = (bRevert) ? Change->OldNormals : Change->NewNormals;
for (int32 k = 0; k < NumNormals; ++k)
{
int32 elemid = Change->Normals[k];
if (Overlay->IsElement(elemid))
{
Overlay->SetElement(elemid, UseNormals[k]);
int32 ParentVID = Overlay->GetParentVertex(elemid);
NotifyTriVerticesAffected(ParentVID);
}
}
}
Octree->ReinsertTriangles(TrianglesToUpdate);
//NotifyMeshUpdated();
OnMeshChanged.Broadcast();
*/
}
void UOctreeDynamicMeshComponent::ApplyChange(const FMeshChange* Change, bool bRevert)
{
MeshObject->ApplyChange(Change, bRevert);
//NotifyMeshUpdated();
OnMeshChanged.Broadcast();
}
void UOctreeDynamicMeshComponent::ApplyChange(const FMeshReplacementChange* Change, bool bRevert)
{
// full clear and reset
MeshObject->ApplyChange(Change, bRevert);
Octree = MakeUnique<FDynamicMeshOctree3>();
Octree->Initialize(GetMesh());
OctreeCut = MakeUnique<FDynamicMeshOctree3::FTreeCutSet>();
CutCellSetMap.Reset();
// need to force proxy recreation because we changed the Octree pointer...
MarkRenderStateDirty();
OnMeshChanged.Broadcast();
}
void UOctreeDynamicMeshComponent::OnPreMeshObjectChanged(UDynamicMesh* ChangedMeshObject, FDynamicMeshChangeInfo ChangeInfo)
{
TArray<int> RemoveTriangles;
if (ChangeInfo.Type == EDynamicMeshChangeType::MeshChange && ensure(ChangeInfo.MeshChange != nullptr))
{
ChangeInfo.MeshChange->DynamicMeshChange->GetSavedTriangleList(RemoveTriangles, !ChangeInfo.bIsRevertChange);
}
if (RemoveTriangles.Num() > 0)
{
Octree->ResetModifiedBounds();
Octree->RemoveTriangles(RemoveTriangles);
}
}
void UOctreeDynamicMeshComponent::OnMeshObjectChanged(UDynamicMesh* ChangedMeshObject, FDynamicMeshChangeInfo ChangeInfo)
{
if (ChangeInfo.Type == EDynamicMeshChangeType::MeshChange && ensure(ChangeInfo.MeshChange != nullptr))
{
TArray<int> AddTriangles;
ChangeInfo.MeshChange->DynamicMeshChange->GetSavedTriangleList(AddTriangles, ChangeInfo.bIsRevertChange);
Octree->InsertTriangles(AddTriangles);
}
NotifyMeshUpdated();
OnMeshChanged.Broadcast();
}
void UOctreeDynamicMeshComponent::SetDynamicMesh(UDynamicMesh* NewMesh)
{
if (ensure(NewMesh) == false)
{
return;
}
if (ensure(MeshObject))
{
MeshObject->OnMeshChanged().Remove(MeshObjectChangedHandle);
MeshObject->OnPreMeshChanged().Remove(PreMeshChangeHandle);
}
MeshObject = NewMesh;
MeshObjectChangedHandle = MeshObject->OnMeshChanged().AddUObject(this, &UOctreeDynamicMeshComponent::OnMeshObjectChanged);
PreMeshChangeHandle = MeshObject->OnPreMeshChanged().AddUObject(this, &UOctreeDynamicMeshComponent::OnPreMeshObjectChanged);
Octree = MakeUnique<FDynamicMeshOctree3>();
Octree->Initialize(GetMesh());
OctreeCut = MakeUnique<FDynamicMeshOctree3::FTreeCutSet>();
CutCellSetMap.Reset();
NotifyMeshUpdated();
OnMeshChanged.Broadcast();
}